Night At The Infirmary is another Roblox game that combines running a medical facility with combatting supernatural entities. Though the patients here don’t look like they’re auditioning for a role in the next Animal Crossing title like certain other games in this niche. This one adds even more complexity to the whole thing with the option to deal with the demons directly. I’ve made this guide on how to play Night At The Infirmary in hopes of covering absolutely everything you’d need to know as a beginner.
How To Play Night At The Infirmary
First we’ll talk about the bare bones of the game, then we’ll go into more detail about treating patients, dealing with anomalies, that kind of thing.
The Basics
“Nice medical degree. Unfortunately I am in your walls.”
So, the gist of Night At The Infirmary is this.
You are alone on a night shift at a pretty haunted-house-looking hospital.Patients will arrive looking for treatment for their injuries.Some of them are just regular people who need some medical attention.Others might be possessed.You need to treat the ones who are normal, and exorcise the possessed ones by staying observant and figuring out the clues.If you let anomalous patients through without exorcising them, or try to exorcise patients who don’t need it, you will suffer the consequences.
Treating Patients
Good thing I brought my X Ray specs.
Okay, first let’s explain how treatment works on a regular, non-evil patient who is just there for some help. Patients will show up at the desk in a wheelchair, and you’ll need to go through the different steps.
Step 1 – Register The Patient
First thing you need to do is take their paperwork off the desk and approve it. (If they looks suspicious you can deny them, though we’ll talk a little more about that in the Anomaly section.) Then, you need to register the patient on the computer that’s sitting on the desk. After you’ve done that their wheelchair should trundle off to the treatment room, ready for the next step.
Step 2 – Set Up Equipment And Make Checks
Head through to the treatment room. Interact with the patient to pick them up, them place them on the bed. After that, connect the IV on the right side (facing the bed), and connect the heart monitor on the left side. You should also take this time to use the laser thermometer to take the patient’s temperature. (More on that later.)
Step 3 – Treat The Injury
If all looks fine after the checks, you can move on to the treatment itself. This takes the form of a series on minigames and interactions where you deal the injury. This may include a clicking minigame to set a broken bone, and different objects to collect. Keep in mind that you can use the button at the top to exit your of the top-down patient view. This won’t erase your progress, so you can go fetch things from the worktops surrounding the bed to continue the steps. Once the injury is fully treated, the patient should be ready to head off out of the exit door.
Treatment Types
It’s important to match the treatment you offer to the correct illness or injury. The initial patients you get will all have broken bones, so they’re all treated the same way. (Set the bone, add gauze, add cotton wrap dip fiberglass wrap, apply fiberglass wrap.) However as you progress you’ll get a wider range of patients that need treating. With these, you will need to fetch medicines from the storage room (next to the first treatment room, opposite the exit hallway). Find the right medicines in there and bring them to the treatment room. Below you’ll find the Medicine Cheat Sheet, which will tell you a medicine to match each problem, but they’re not too hard to figure out for yourself on the fly.
Basically…
If it involves swelling, you need Anti Inflammatories.If it involves infection, you need Antibiotics.If it involves pain, (specifically mentioned, rather than just a condition that could be pianful) you need Painkillers.If it involves poisoning, you need Antidote.
Medicine Cheat Sheet
This is a quick reference A-Z list of every symptom and the correct medicine for them, so you can check against this if there are any cases that you’re stumped on.
Arthritis Flare Up – Anti InflammatoriesBack Pain – PainkillersChemical Poisoning – AntidoteChest Infection – AntibioticsEar Infection – AntibioticsEarache – PainkillersMigraine – PainkillersMushroom Poisoning – AntidotePatellar Tendonitis – Anti InflammatoriesPneumonia – AntibioticsSnake Bite – AntidoteStomach Ache – PainkillersSwollen Ankle – Anti InflammatoriesSwollen Wrist – Anti InflammatoriesTooth Infection – AntibioticsToxic Plant Ingestion – Antidote
This is all pretty straightforward. Once the supernatural enters the picture everything gets a bit more tricky.
Possessed Patients And Anomalies
Uh… you alright there?
Not everyone who shows up looking for treatment at the infirmary is completely legit. Well, they’re probably injured either way, but they might not be alone. Sometimes the patients have a paranormal passenger in tow, and you’ll need to sort it out before you send them on their way.
Signs Of Possession
…subject?
There are a few ways to tell if someone is possessed. None of these are incredibly clear cut, so you need to pay close attention to the different clues and act accordingly.
Heartrate
Normal heartrate for a patient is between around 40 and 100 bpm. You can reads this by connecting them to the heart monitor, one of the steps to regular treatment. If it’s above or below this, it may be a sign that something is wrong.
Temperature
Normal temperature is around 37 degrees. This isn’t a hard and fast number, and might be a little above or below this, but not by more than a few degrees either way. If it is notably higher or lower, then it’s a sign that something’s off. You can check this using the digital thermometer, which you can find in the operating room.
Note: Sometimes temperatures can go into the minuses, so make sure to check it 30-something degrees, and not minus 30-something.
Nightvision
The third and slightly more unpredictable sign, you can check this using the nightvision goggles found on the right side of the treatment room. Once these are in your hotbar you can select them to put them on. Things might manifest in the nightvision that you can’t see otherwise.
Other Signs
There are a number of other signs that point toward anomalous status. You can often see these when you greet a person at Reception.
Saying ominous things. Normal patients tend to say things you’d expect to hear from a patient in a hospital. Like ‘Hope this doesn’t take too long.’ and ‘I don’t feel to good..’ If they say things like ‘Only the tall one followed me.’ or talk about stealing your face, that’s definitely a bad sign.Having no face. Definite red flag. Also don’t look at the missing face for too long.Facing away from you at the desk. Even worse if you walk around the desk and they STILL seem to be facing away from you.Glitching face. Their face seems to show odd glimpses of something else.Inhuman voice. Usually a bad sign.Floating. Obviously a cause for concern if someone comes in and appears to levitate to the front desk.Paperwork anomalies. Paperwork that doesn’t match, or says something strange.
Things That Do NOT Indicate Possession
Surprisingly not possessed.
While there are plenty of strange occurrences that can indicate an anomaly, unfortunately, the Infirmary itself is also pretty haunted, and some things that seem suspicious can just be the place trying to mess with you. These things are creepy, but not necessarily the patient’s fault.
Lights flickering.Strange entities appearing.Hallucinations of the patient lifting off the bed, their limbs cracking and rearranging..
How To Handle Possession
If you’re pretty sure a patient is an anomaly, and you find this out in the reception area, you can just send them away immediately. If you discover this while they’re in the operating room however, you’re going to have to perform an exorcism. You do this by picking up the crucifix from the worktop on the left-hand side, and using it while pointing it at the patient. They should float off the bed, weird things should flash on screen, and if they’re possessed, then they should disappear… and leave some unsightly black stains on the bed. If they turn out to be an innocent patient… well they won’t be too happy with you.
Sanity
Sanity is an extremely important mechanic in Night At The Infirmary. That is, you need to keep it from getting to zero. If it does then it’s all over. Fortunately, if you’re doing everything right, you shouldn’t have anything to worry about.
Sanity Loss
The following things can cause you to lose Sanity.
Passive drain. (You’ll lose one every few seconds.)Finishing treatment on an anomaly without exorcising them.Exorcising a non-possessed patient.Giving patients the wrong treatment for their illness or injury.Interacting with certain hallucinations around the area.Walking through fire in the Fire event. (See the Event section.)
Sanity Gain
The following things can cause you to gain Sanity.
Successfully treating a human patient.Successfully exorcising an anomaly.Successfully completing an event. (More on those in the next section.
Events
Events are things that might happen during the course of a shift at throw a bit of a curveball in your direction. You often have a limited time to take care of them. There are several different things that can take place, and it’s good to know how to react to them.
Stains
The bed in a treatment room has gotten dirty. Get a bottle of cleaner from the Storage and spray it over each of the stains until they disappear.
Power Outage
The power has gone out! The lights are off and you can’t do much without them, also you don’t want to be stuck in a dark infirmary. Head to the fuse box inside Storage and complete the circuit breaker puzzle. You need to snap the circuit breakers in the correct order to get the power back on.
Fire
There’s a fire in the infirmary! You need to get yourself and your patient outside as quickly as possible. Avoid stepping in any of the flames on your way out. As soon as you get outside, the flames will all mysteriously disappear. Huh. Maybe this place is messing with your head again.
Cardiac Arrest
A patient shows up and they’re definitely not doing well. It looks like their heart is stopping. There’s no time to lose. Skip the paperwork and get them through to a treatment room ASAP, where you need to perform a minigame to give them CPR. You need to hit the correct icons before they disappear. Red icons are bad and you should avoid them.
Classes
If you can get your hands on some Shards, which you earn by making progress in the Infirmary, you might want to spend them on acquiring a new class. You can get hold of these in the lobby. They offer useful boosts and skills, though a few come with penalties. We’ve written a basic rundown of each.
Rookie – 250 Shards
Default Class, gets extra Sanity.
Receptionist – 750 Shards
Speeds up wheelchairs and can register faster.
Surgeon – 1,000 Shards
Speeds up wheelchairs and operates much faster than average.
Exorcist – 4,000 Shards
Gains more Sanity from successful exorcisms, and gains a temporary buff to wheelchair speed just after. Performs exorcisms faster.
Plague Doctor – 6,000 Shards
Reduced sanity effects, faster wheelchair speed, faster operating speed. Pretty much a better Surgeon.
Ward Assistant – 400 Shards
Gives an operating speed buff to the whole team, but has a lower Sanity level than average.
The Survivor
Moves faster and loses Sanity more slowly, though begins with much lower Sanity.
Therapist
Increases Sanity Gain and lowers Sanity Loss for the whole team.
Head Doctor
Starts with higher Sanity, and gains more from treating a patient. Starts with some Sanity Pills.
Items
If you don’t want a class, you might want to consider acquiring some items. These are available from a starting shop when you begin a run, in the same vein as Doors.
Adrenaline Boost – 225 Shards
Gives you a temporary speed boost.
Sanity Pills – 150 Shards
Restores some lost Sanity.
Expired Pills – 50 Shards
We wouldn’t risk it.
That concludes the guide, at least for now. I’ll be adding to it as new content arrives.
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